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Is Direct3D 10 supported in Metro-style app

Answers

  • That documentation is accurate: only Direct3D 11 is supported for Metro style apps.

    From a hardware requirements point of view, D3D 11 can target down to D3D 9 hardware.

    --Rob

    Monday, March 05, 2012 6:21 PM
    Owner

All replies

  • That documentation is accurate: only Direct3D 11 is supported for Metro style apps.

    From a hardware requirements point of view, D3D 11 can target down to D3D 9 hardware.

    --Rob

    Monday, March 05, 2012 6:21 PM
    Owner
  • That's too bad. I've just learned D3D10, and now have to learn D3D11.
    Tuesday, March 06, 2012 4:01 AM
  • Isn't D3D11 mostly an extension to D3D10? That is - same stuff + additional APIs (compute shaders, tesselation etc.)?

    Filip Skakun

    Tuesday, March 06, 2012 4:08 AM
  • Are you sure that D3D11 is an extension to D3D10? If it is, that's what I really hope D3D11 to be. Thanks Filip.
    Tuesday, March 06, 2012 4:20 AM
  • I have not worked too much with these technologies, but from what I remember - in some scenarios you would simply rename all interfaces from to replace 10 with 11 and it would look the same.

    Filip Skakun

    Tuesday, March 06, 2012 4:53 AM
  • You can get an overview of the changes in the Migrating to Direct3D 11 documentation.

    --Rob

    Tuesday, March 06, 2012 5:54 AM
    Owner
  • Hi Lenoard, there's not much difference between DX10 and DX11. With DX11 some of the names have been changed to reflect the updated interface, but basically it's all the same. A DX10 app should compile fine for DX11 hardware (but not Metro).  You can install the DX SDK on a Win8 machine and compile the samples. They should run on the desktop.

    Ron

    Friday, April 06, 2012 7:25 PM